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the effect of online games
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Computers are no longer used for 3D Pinball or Paint. With the development and expansion of the internet, online gaming has entered our lives. This new influence in has not only consumed hours of our times but it has also affected our behavior. Yubo Kou and Bonnie Nardi--College Students at the University of California--wrote an article, Regulating Anti-Social Behavior on the Internet: The Example of League of Legends,to show how antisocial behavior arises in the popular PC game League of Legends (LoL) and how gamemakers are trying to fix this behavior. League of Legends is built upon cooperation. Teams of five are matched together (they can build groups with friends or be randomly matched) and work together to defeat the other team in 20-40 …show more content…
The gamemakers of LoL created the Tribunal System to clean up online communities. Nardi and Kou cited other articles to explain the system, “the Tribunal System [was] a way of letting the community police itself (Senior, 2011).” Only experienced players (level 20 out of 30) are allowed to judge. Reviewers are given a “case” that includes number of reports, reason for reports, and the chat logs. After viewing the case, they chose whether to pardon, punish, or pass on the case. If punished, the system then uses code to disciple the player with warnings, constraints (like not being allowed to use the chat), or even suspending their accounts. A picture of this process and an actual case is documented in the article. As great as this solution is there are still obstacles, Nardi and Kou add that designing these systems is a major obstacle for other gaming communities and it is still being debated how much information should be given for human judgment. Even with these obstacles, the Tribunal System is successful, “Tribunal System Riot Games reported: ‘More than 47 million votes have been cast in the Tribunal; 51% of Tribunal cases resulted in a guilty verdict, with only 5.7% earning a permanent ban; 50% of players warned by the Tribunal just once never end up there
At this day in age we bask in the luxury of having easy access to advanced technology at our disposal. From the World Wide Web, to cell phones, music, movies and video games the human race has thought of any and everything to keep us entertained. Over the years studies have shown reasonable concerns regarding the long-term effects of video games. These games can desensitize gamers to real life violence, which is usually seen in the younger crowd. The studies especially hit on the games containing player-on-player violence. Though these games are extremely entertaining and can get kids to settle down for a while, if not properly supervised, they can produce adverse effects. Other studies have shown that video games can be used as way to yield positive outcomes such as, good problem solving skills, cooperation in a group and the ability to flow. Although there has been psychological research on children learning through the actions of others some believe that children are automatically able to distinguish between what is just a game and what is reality. The longer they are allowed on their game system the more they become convinced that their games are real. Some researchers believe violent video games can channel the aggression of the child but the parents are to blame for what happens to the child after playing an excessive amount over a period of time. Children can become preoccupied with these violent video games which have been proven to be the cause of poor social skills, uncontrollable aggression and a false reality.
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In today’s society, video games have played a huge part in the children and teen demographic. Revolutionizing the future, popular titles have implemented realistic values and experiences to players all around the world. As the quality of graphics improve and the plot thickens, so does the violence, gore, and bloodshed. Individuals who devote countless hours staring at the television screen trying to triumph the top high score and levels do not realize the amount damage and violent acts they are causing whether it is secluded in a virtual world or to their brains. Simulating unarmed fist fights, gun shootings, and war could lead to aggression and actual real-life violent conduct. Violent actions and behaviors in these titles could also desensitize
Video games have been around since 1958, and ever since then video games have developed more. With video games becoming a bigger industry, there have been more people purchasing and buying more and more video games. For examples, up to 2001, “roughly 79 percent of America's youth played video games, many of them for at least eight hours a week” (Layton). Furthermore, in 2008, “97% of 12-17 year olds in the US played video games” (“Video Games”). With a growing industry, there has been more competition between video game companies. The companies that make these video games try to make a huge profit by appealing to people’s likes. In 2008, “10 of the top 20 best-selling video games in the US contained violence” (“Video Games”)
Aside from the cognitive aspects, video games are also the tool of social interactions. Friendships can sometimes be developed through playing video games and ultimately keeping them away from drug usage and violent activities. Most of the video games today have either multiplayer or online capabilities or even ...
One may ask, why today’s generation is so violent? Some believe and factor in the influence of video games. The digital world of video games display brutality. It is evident, that there are very few nonviolent video games. Video games incorporate violence, sexual actions and misconduct, theft, murder, stereotypes, drug and alcohol abuse and profanity. Children learn through observations and experiences. Therefore, video games teach children these extremely inappropriate behaviors. Many parents, experts and the media blame video games for children being violent and antisocial. Since this corruption of the youth, video games should be limited to a couple hours a day or to be played only on the weekends with possible supervision. This solution may help decrease these influential actions.
Video games have positive and negative aspects. Acording to a study, those who spend hours and hours in playing ‘civic games’ were found to take more part in different community services like social work, politics or protests, as compared to those who never took interest in vidoe games. Hence video games are proved to increase one’s social interaction skills. The kind of friendship and ethics that are learnt by the young gamers while playing video games provide evidence that they are not completely harmful to our society. (Heins, 62)
Many people believe violence in video games result in violent outbreaks and unhealthy behavior in real world. Since the first Nineteen Eighties, violence in video games became a part of a political issue leading advocates to create theories that these styles of games are corrupting society. Studies have been created to seek out if there's a link between violent video games and violent behavior. Are these video games shaping today’s generation of youths to be violent? I believe that there's no correlation between violence in video games and violence in our society. I think this first of all, improves a large form of general skills, secondly, there are several alternative factors that contribute into creating society violent and finally, crime rates decrease because the quality of those forms of games increase.
The early 1990s brought with it increases in technology and violent video games emerged with “person-on-person violence” which include games such as two graphic fighting games, Mortal Kombat and Street Fighter and a first-person-shooter zombie infestation game called Doom. By this time, youth violence had dramatically increased and peaked to one of the highest levels on record and various groups of school shootings shocked the United States. The more drastic response to this was the belief that video games were training young children to become murderers by simply playing these violent video games (Ferguson). In view of consumers’ violent nature, the vast majority of research concerning video games has focused on “the way game play impacts anti-social behavior” (Tear). The video game industry was aware of this issue and had to improvise quickly on a solution or there would have been a noticeable decrease in sales. Parents were and still are ...
In the last two decades, video games have become popular, especially violent video games such as Call of Duty, Unreal Tournament, and Grand Theft Auto, among others. According to Anderson and Bushman, “[a]bout 10% of children aged 2 to 18 play console and computer video games more than 1 hour per day; among 8- to 13-year-old boys, the average is more than 7.5 hours per week” (354). Due to their explicit violent content, violent video games have been seen as a negative influence in society by promoting aggression in the real world, thus increasing violence in society. Most people assume that playing violent video games has negative effects on players because violent video games create aggressive behaviors on the people who play them. However, studies show that violent video games bring some benefits, and people who normally choose to play violent video games are the ones that have been raised or have been exposed to a violent environment.
First video games are not harmful to the public quite the contrary actually. Many video games encourage social behavior and team work whether that is the two player cooperative shooter game that two brothers play together working as a team inspiring positive feelings overriding the negative ones as stated in the study coauthored by David Ewoldsen. Or a family on game night all playing a game together and having a great time and bonding together because of the experience. And many games today don’t stop there at just play together and have fun. Many games promote teamwork skills through puzzles which can be solved together, or enemies that the players must work together to defeat. These positive social effects are not limited to one’s family but extend into online play, where one can converse and enjoy his time with others, creating entire
Socialization is a critical aspect of people learning to fit within a given society. Even more, internalization, involving taking social values, norms and roles into own mind, plays a significant role in shaping behavior, especially in children. According to Andersen and Taylor (2008), the imitation stage of children involves children merely copying the behavior around them. Children would just mimic what exists in the environment without an understanding of social meaning of any given behavior. The American Academy of Child and Adolescent Psychiatry, AACAP (2011) indicates a significant increase in video games noted to constitute a multi-billion dollar industry. They come in all forms of technologies including through the Internet. In the same way, they also have varied content with others being educational while others involve criminal behavior and killing of people and animals among others. The major concern has been on th...
Inside the majority of American households rest the unlimited territory of the internet. The unlimited and always advancing possibilities have unlocked powerful new tools in communication and socialization. Tools such as: long distance visual communication, international circulation of personal thoughts, and massively multiplayer online role-playing games (MMORPG) have all led to a closer but more distant community of people. The positive side can attribute to the fact that the younger generation seems more in tune with their international counterparts. Youth have the ability to anonymously communicate with others through various message boards, mostly governed by one policy, freedom of speech. The anonymity of the internet has created a community where social outcasts mingle freely with others; a society where jocks can converse with geeks without fear of reprisal. This community releases people from the bounds of their own flesh. Yet, technological advances have pushed society into the next dimension of communication and socialization that seemingly override traditional and more personal vessels of communication.
In a society driven by technology, video games are becoming more popular each and everyday. People of all ages enjoy video games in their free time; these games allow the player to become an athlete, a soldier, or a professional fighter at the tip of their fingers. The biggest problem with these video games is that they are becoming too violent. In today’s society, children often brag about the new video game they bought, and the number of people they have managed to kill while playing these games. Video games have become realistic, causing them to intrigue a larger amount of children. Many of these violent video games encourage killing and fighting of enemies, or strangers in the game. Each year a new game system, and hundreds of video games are released, and millions of kids go out and buy them and spend hours playing. Video games have a large effect on school performance and time spent with family. Children would prefer to play their games than sit down and talk with their parents (Saleem, 2012).
The playing of online games impacts teenage gamers socially, educationally, ethically and psychologically on teenagers. This issue involves numerous stake holders. They are mainly teenagers, parents, friends, policeman, and the game company.